3e SRD:Lammasu

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This material is published under the OGL 1.0a.

Lammasu

Size/Type: Large Magical Beast
Hit Dice: 7d10+21 (59 hp)
Initiative: +0
Speed: 30 ft., fly 60 ft. (average)
AC: 14 (-1 size, +5 natural)
Attacks: 2 claws +12 melee
Damage: Claw 1d6+6
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Spells, pounce, rake 1d6+3
Special Qualities: Magic circle against evil, spell-like abilities
Saves: Fort +8, Ref +7, Will +7
Abilities: Str 23, Dex 10, Con 17, Int 16, Wis 17, Cha 14
Skills: Concentration +12, Knowledge (arcana) +12, Listen +8 Sense Motive +12, Spot +8*
Feats: Blind-Fight, Combat Casting, Flyby Attack, Iron Will, Lightning Reflexes
Climate/Terrain: Any warm land and underground
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Always lawful good
Advancement: 8-10 HD (Large); 11-21 HD (Huge)

Lammasus speak Common, Draconic, and Celestial.

Combat

Spells: A lammasu casts spells as a 7th-level cleric, choosing from any two of the following domains: Good, Healing, Knowledge, and Law. Save DC is 13 + spell level.

Magic Circle against Evil (Su): A lammasu has a continuous magic circle against evil that affects a 20-foot radius. The aura can be dispelled, but the lammasu can create it again as a free action on its next turn.

Spell-Like Abilities: 2/day- improved invisibility; 1/day- dimension door. These abilities are as the spells cast by a 7th-level sorcerer.

Pounce (Ex): If a lammasu leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Rake (Ex): A lammasu that pounces on a creature can make two rake attacks (+12 melee) with its hind legs for 1d6+3 slashing damage each.

Skills: Lammasus gain a +2 racial bonus to Spot checks during daylight hours.



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